Ryujinx/Ryujinx.Graphics.Gpu/Image/Sampler.cs
riperiperi bc4e70b6fa
Move texture anisotropy check to SetInfo (#2843)
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean.

This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
2021-12-08 18:09:36 -03:00

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3.8 KiB
C#

using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Cached sampler entry for sampler pools.
/// </summary>
class Sampler : IDisposable
{
/// <summary>
/// Host sampler object.
/// </summary>
private readonly ISampler _hostSampler;
/// <summary>
/// Host sampler object, with anisotropy forced.
/// </summary>
private readonly ISampler _anisoSampler;
/// <summary>
/// Creates a new instance of the cached sampler.
/// </summary>
/// <param name="context">The GPU context the sampler belongs to</param>
/// <param name="descriptor">The Maxwell sampler descriptor</param>
public Sampler(GpuContext context, SamplerDescriptor descriptor)
{
MinFilter minFilter = descriptor.UnpackMinFilter();
MagFilter magFilter = descriptor.UnpackMagFilter();
bool seamlessCubemap = descriptor.UnpackSeamlessCubemap();
AddressMode addressU = descriptor.UnpackAddressU();
AddressMode addressV = descriptor.UnpackAddressV();
AddressMode addressP = descriptor.UnpackAddressP();
CompareMode compareMode = descriptor.UnpackCompareMode();
CompareOp compareOp = descriptor.UnpackCompareOp();
ColorF color = new ColorF(
descriptor.BorderColorR,
descriptor.BorderColorG,
descriptor.BorderColorB,
descriptor.BorderColorA);
float minLod = descriptor.UnpackMinLod();
float maxLod = descriptor.UnpackMaxLod();
float mipLodBias = descriptor.UnpackMipLodBias();
float maxRequestedAnisotropy = descriptor.UnpackMaxAnisotropy();
float maxSupportedAnisotropy = context.Capabilities.MaximumSupportedAnisotropy;
_hostSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
if (GraphicsConfig.MaxAnisotropy >= 0 && GraphicsConfig.MaxAnisotropy <= 16 && (minFilter == MinFilter.LinearMipmapNearest || minFilter == MinFilter.LinearMipmapLinear))
{
maxRequestedAnisotropy = GraphicsConfig.MaxAnisotropy;
_anisoSampler = context.Renderer.CreateSampler(new SamplerCreateInfo(
minFilter,
magFilter,
seamlessCubemap,
addressU,
addressV,
addressP,
compareMode,
compareOp,
color,
minLod,
maxLod,
mipLodBias,
Math.Min(maxRequestedAnisotropy, maxSupportedAnisotropy)));
}
}
/// <summary>
/// Gets a host sampler for the given texture.
/// </summary>
/// <param name="texture">Texture to be sampled</param>
/// <returns>A host sampler</returns>
public ISampler GetHostSampler(Texture texture)
{
return _anisoSampler != null && texture?.CanForceAnisotropy == true ? _anisoSampler : _hostSampler;
}
/// <summary>
/// Disposes the host sampler object.
/// </summary>
public void Dispose()
{
_hostSampler.Dispose();
_anisoSampler?.Dispose();
}
}
}